Ultimate Hero! - PowerPoint PPT Presentation

Ultimate Hero!. Ultimate Hero!: The Ultimate Board Game!. Rules, Player Cards and the Math Behind The Game By: Nicholas Hart. How to Navigate this Manual.

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A minimum of two players is needed to play with a maximum of eight players.

Each player starts with 30 life.

Each character has a unique special move that can only be used once per game unless it gets recharged on the spot marked “Special”. Each special is described on the character’s card.

To start, each player takes a turn rolling two dice, and they proceed to move the number of spaces equal to the sum of the two dice.

As each player lands on a space they must do whatever the space indicates. The spaces are as followed; recover three life, lose three life, do double the damage on your attack (when you duel that round), take double damage (when you get attacked on that round), special (recharges your special attack) and lastly redirection spots mean follow the arrows and move the number of spaces they indicate.

Once each player has rolled and landed on their space, now the dueling takes place. The first to attack is the first player who rolled and going down in order from there until each player has had a chance to duel that can. Dueling happens if you are on a spot that is touching any spot with another player on it, you must duel with them and however many people are in the same radius. For example, if you land on space five you will duel with anyone on spaces four, five, six, seven, eight or nine. If you get to duel then you do not get to attack anyone and you are done for the round unless someone else attacks you. The only way to attack another player is if you have not had a chance to duel for that round before it would be your turn to commence a duel. If a player is not attacked and is not close enough to duel anyone else, then that player loses one life, and their turn is over.

The process of dueling is quite simple. All players who are in a duel must take turns rolling two dice. The winner is the player with the highest number rolled, and all other players take damage equal to the difference from the highest roller to their roll. If there is a tie for the highest roll, the tied players each roll two dice again until there is no longer a tie. Then all other players take damage equal to the difference of their roll to the original highest roll. For example, if two out of 4 players rolled a 12 (which is the highest) the two players who rolled a 12 would roll again, lets say one got 8 and the other got 10. Then the player who rolled a 10 would have the highest roll, and all players take damage equal to the difference of their roll to 12. Thus, some players may take zero damage if their roll was equal to the highest.

To use a special the player must proclaim that they wish to use their special attack prior to the start of the duel, except for Little Mac. Little Mac’s special can take place anytime his player rolls a four or less.

Once all the dueling has taken place, then each player returns to the start square and this process is repeated (the player who starts a new round, is always the person to the left of the initial roller of the previous round) until there is only one player left, meaning all other players have lost all their life. The surviving player will have earned the title as the Ultimate Dueler.

Since two dice are rolled in this game to determine how many spaces each player should move, caused me to make the game board 12 spaces long and a continuous loop. This is because I assigned each space a probability to represent the likelihood of landing the space.

The next slide is a table of all the probabilities and possible combinations to get each number.

Special Space was valued as the most beneficial space, so because 12 is tied with space 2 as the least likely spaces to land on and since 12 is farthest from the start I labeled space 12, Special.

Take Double Damage and Give Double Damage are the second most influential spaces so these were awarded 3 of the next 4 lowest probabilities, spaces 2,10, and 11. Also having them so close together can make the game a bit more exciting if a group of players all have to duel around those spaces.

The third most influential spaces are the heal and hurt spaces where you gain or lose 3 life. These spaces were awarded to the spots that held the mid-range probabilities of all the possible lots. The lots chosen were 3,4,6 and 8. These are all spots that will be landed on frequently so they should have some form of immediate impact on the game.

The fourth most influential spaces are the move 2 forwards or backwards space along with the move 1 to the right/left space.The move two space was assigned lot 7 because it is the most likely number to rolled so the best way to make the game more interesting is to have space 7 move the player elsewhere, hopefully toward fellow duelers. Likewise move 1 to the right space was awarded lot 9, which will send the player to a “hurt” space.

The final spaces to be chosen are the two empty spaces. They will be labeled, Good Luck!, and Ultimate Hero!. Ultimate Hero! was chosen to be on lot 1 because it is impossible to roll a 1 with two dice. Lot 5 was assigned Good Luck! because lot 5 is right in the middle of the board where a lot of the action will take place. It will not benefit the players much to land on it, so it will make the duels around it more meaningful.

Expected Value was used in the creation of this game to find what the expected sum of the dice to be rolled would be. By referring to the table we can easily compute the expected value for the sum of the two dice.

Knowing that the expected sum of the dice is going to be 7 I was able to decide how much life each player would start with. Knowing that the average would be seven, any given player could expect to lose/attack for around 5 life per turn. This was found by taking the max 12 - expected 7 = 5, and the expected 7 - min 2 = 5.

Prior to planning I figured the game should last about 10 turns to complete. So if a player wins half the duels in a two player game, then they would do about 5 damage to the other player half the time. I then took 5 (damage done)*5(half the turns causing damage during a duel) = 25. Thus the starting life for a player should be about 25. I decided to add 5 to it to take into consideration that the more players playing one would need more life, which is how I arrived at a starting life of 30.